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Applications of Educational Serious Games for Information Technology Related Subjects in 
Higher Education 
Afrooz Purarjomaldlangrudi 
Faculty of Science and Engineering, Queensland University of technology (QUT) 
Brisbane, Queensland, 4000, Australia 
E-mail:a.purarjomandlangrudi@qut.edu.au 
 
Amir Hossein Ghapanchi 
School of Information and Communication Technology, Griffith University 
 Gold Coast, Queensland, 4222, Australia 
AND 
Institute for Integrated and Intelligent Systems 
Gold Coast, Queensland, 4222, Australia 
E-mail: a.ghapanchi@griffith.edu.au 
 
 
Abstract 
Serious games which are designed for purposes rather than pure entertainment have become one of the popular 
topics these days as they have the potential to be effective and efficient teaching tools which are interactive, 
attractive and immersive. This study conducts a systematic literature review on the past research on the application 
of educational serious games in Information Technology (IT) related subjects in tertiary sector, and aims at 
broadening our understanding of the role of games in education. Herewith, we searched the selected keywords on 
several academic databases and found an initial set of 3437 studies. Then we excluded papers on the basis of their 
title, abstract and full text to come up with a set of more relevant studies. This paper proposes a new classification 
for applied games in this area and classifies them into five categories of simulation games, puzzle-solving games, 
3D games, board games, and role-playing games. The results of the data analysis show that majority of the studies 
have used simulation and role-playing games. A summary of the results and conclusions of each paper is also 
provided to inform both teachers and researchers on the topic. 
Keywords: serious game, information technology, information systems, computer, e-learning, 
university. 
1. Introduction 
“Serious Game” (SG) or “applied game” refers to a type 
of game which is designed to improve specific aspects 
of learning and teaching. In concept, they are 
simulations of real-world events or proceedings 
designed for the problem solving purposes. They can be 
applied to a broad spectrum of application like 
healthcare, emergency management, education, city 
planning, engineering and so forth. Nowadays, this is 
considered as a serious business and the market for SGs 
is worth $20 million while digital games is a $10 billion 
per year industry [1], and it is also expected to grow up 
over the next decade. In terms of education, they can be 
found at every level of education, at all kinds of schools 
and universities around the world. Serious games are 
considered very important in the global education and 
training market, which was estimated to be worth $2 
trillion in 2003[2]. 
Serious games in education or games-based learning 
(GBL) facilitate the teaching and learning by simulating 
the real process and provide the learners with the ability 
to experience situations that are not easy to deal with in 
the real environment. The motivating and engaging 
features of games, teamwork experiences, decision 
making and suggestions that players might develop in 
The International Technology Management Review, Vol. 3 (2013), No. 3, 196-207
Published by Atlantis Press 
Copyright: the authors 
196
 
 
 
 
A. Purarjomandlangrudi, A H. Ghapanchi,  
the game procedure are some positive features that have 
made the SGs considered as efficient and attractive, new 
methods of learning-by-doing. Students will be 
encouraged to learn different concepts and practice 
them in an entertaining and interesting environment, and 
then they will be able to transfer their knowledge and 
learning outcomes to the real educational environment.  
Gaming as an educational tool has been used since 
1900s and paper-based games were very interesting in 
1960s and 1970s [3]. Regarding Information Technology 
(IT) subjects, the majority of research has been 
conducted in the 2000s. In 1997,T. Savolainen[4] offerd 
two simulation games in computer Integrated 
Manufacturing (CIM) called “project 
managementsimulation game”, (PMSG), and“business 
process simulation game”, (BPSG). The games were 
arranged in all cases and they lasted about an hour and 
after each session people answered some questions. A. 
Martin[5] designed and developed a game named “THE 
MIS” for teaching information systems development 
subject. The content of the game contains the project 
management and traditional information systems 
development life-cycle concept. The game offers a 
variety of practical eventualities of information systems 
development, such as disasters, audits, staff turnover, 
technical problems, user resistance, and 
etc.Althoughthere are severalstudies on SGs and GBL, 
however, there is no systematic review on application of 
them in IT subjects.  
In order to fill the above-mentioned gap, the aim of 
the present study is set to provide a comprehensive 
literature review on academic papers which have 
studied SGs in IT related subjects. This systematic 
method could help us to establish the trends in literature 
with regard to application of SGs in these courses, as 
well as the major research gaps. To do so, we searched 
in eight academic databases and came up with 21 
relevant studies in the field of IT which applied and 
evaluated different types of games. Through this review, 
we made an attempt to answer the following research 
questions: 
 RQ1. What are the demographic 
characteristics of the papers which have dealt 
with serious games for IT related subjects? 
 RQ2. What evaluation methods are applied? 
And, what games are used in the literature for 
IT subjects? 
 RQ3.What is the classification for these 
games? 
The results of this paper could be beneficial for 
future researchers in terms of a better understanding of 
the field, classifying their research and ascertaining any 
research gaps. It would also benefit IT instructors and 
teachers by providing a short introduction and directing 
them to the correct area that may solve their teaching 
problems. 
The remainder of this paper is organized as follows: 
section 2 provides an overview of previous literature 
reviews on adopting serious games in IT subjects. 
Section 3 describes our research methodology and our 
criteria for including and excluding studies. Section 4 
provides the results of the systematic literature review 
and the proposed classification. We discuss the results 
of the study in Section 5, and provide some 
recommendations for future research. Concluding 
remarks are provided in section 6. 
2. Research Background 
Although there are several research on the 
application of SGs in different aspects of educations, 
there is a lack in studies that review and analyze the 
research focused on applying SGs in IT related subjects. 
A very first article on the topic was published by T. 
Savolainen[4] which designed two games, 
PMSGandBPSG, for CIM subject. The game was 
plyedwith fivedifferent group of student  in one-of-a-
kind plant project business, in flexible series 
manufacturing business and in mass production business 
in different phases of the CIM-projects. In the PMSG 
the life cycle of a generic one-of-a-kind delivery project 
is fully simulated with a few duration  sample dates of 
the project. In the BPSG the main business process 
chains of the whole company are simulated at a rough 
level.  
In 2000, A. Martin[5] represented “THE MIS” game 
for information systems development topic. The content 
of the game designed around the project management 
and traditional information systems development. A. Y. 
Chua in 2005[6] present a game called The Chief 
Knowledge Officer(CKO) in Knowledge Management 
concept. In CKO participants face issues related to 
knowledge management and learn how their decisions 
could affect the outcome of the company. Players are 
grouped into knowledge management teams to assist the 
The International Technology Management Review, Vol. 3 (2013), No. 3, 196-207
Published by Atlantis Press 
Copyright: the authors 
197
 
 
 
Applications of Educational Serious Games for IT Subjects 
Chief Knowledge Officer of a company to go through 
eight business cycles of decision making.  
T. M. Connollyet al.[7] used an online games-based 
learning approach for teaching database designing 
concept. There are 3 levels that form the learning 
environment: 1-online learning units/topics, 2- 
visualizations, and 3-The simulation game. Levels 1 and 
2 of the environment have been developed and initial 
findings are positive. A Chi-squared test using the 
crosstab frequencies was conducted and the result 
showed that a games-based learning environment can 
highly impact the learners' skills. In 2006 P.M. Léger[8] 
introduce “SAP R/3” which is a simulation game to tech 
Enterprise Resource Planning (ERP) topic.The game 
was conducted among five groups of students. All of the 
students in the companies are involved in the 
manufacturing and distribution of muesli cereals to 
practice the concept of ERP.  
Regarding Decision Support System (DSS) subject, 
T. Ben-Zvi[9] introduced a game called “NITOPIA” that 
the main purpose of the game is to increase students' 
understanding of strategic management of international 
operation. The students practice their own DSS 
development in the game and the simulation forces them 
to think for themselves and generate their own learning. 
Another paper in this filed that published in 2007 was[10] 
in which the author designed a role-play game named 
“SDSim” to teach software engineering subjects. The 
main idea of the game is for the team to manage and 
deliver a number of software development projects. 
Different roles assigned to the player such as project 
manager, systems analyst, systems designer or team 
leader.  
C. Kazimogluet al.[11] developed a puzzle-solving 
game for computational thinking and learning 
traditional programming. The players control a 
character and help him to reach specific destination 
points by giving different commands to the character. 
They can give two types of commands to their player 
character: action commands and programming 
commands. M. Muratet et al.[12] represented 
“Prog&Play” which is a role-play game for computer 
programming (CP) concepts. It is based on an open 
source real-time strategy (RTS) game called Kernel 
Panic [Ker]. The game is a user friendly action-oriented 
and players conduct the game by writing different 
commands. The paper evaluated four criteria: 
enhancement of programming skills; system usability; 
entertainment; and teachers’ assessment. In 2011, L. 
Goel et al.[13] designed a 3D game called “Second life 
(SL)” to enhance the ability of learning decision-making 
topics. SL is a virtual world environment which 
simulates a telecommunication lab with all contents and 
avatars are assigned to the students to play different role 
and interact with others to do their tasks.  
Plenty of research have been undertaken in 2012 
which show that the SGs have become the center of 
attention recently. For instance, E. Nunohiro et al.[14] 
reported the design, implementation, and assessment of 
the Game-themed programming assignment (GTA) 
modules for computer programming courses. Each 
assignment module is designed to be self-contained and 
include materials for the students. There are seven 
assignment examples which each one consist of a role-
playing game to improve the introductory programming 
concepts. N. Adamo-Villani et al.[15] nominated the 
development and initial evaluation of a serious game 
that can be used to teach secure coding and Information 
Assurance (IA) concepts in computing courses. The 
game consists of seven levels which each one is an 
engaging IA room with a specific IA concept. By 
selecting different levels the students are introduced to 
the concepts by the room robot through narration, text, 
and images. C. Caulfieldet al.[16] designed “Simsoft” 
which is a bored-game regarding project management 
education. The game was on the board and the players 
gather around it to discuss the current state of their 
project and to consider their next move. There is also a 
simple Java-based dashboard to show the players the 
current and historical state of the project through reports 
and messages. 
3. Research Methodology 
Herewith, we have carried out a systematic literature 
review to identify studies on the use of SGs for IT 
subjects. A systematic literature review is a kind of 
research methodology that works on a topic or research 
question, and tries to identify, assess and interpret 
available empirical studies[17]. Kitchenham[17] identified 
three main steps for conduction systematic literature 
review: planning the review, conducting the review, and 
reporting on the review. Same approach is followed in 
this study and applied Ghapanchi and Aurum’s[18] 
research methodology as follows: (1) finding research 
resources; (2) study selection; (3) data synthesis; and (4) 
presenting the results.  
The International Technology Management Review, Vol. 3 (2013), No. 3, 196-207
Published by Atlantis Press 
Copyright: the authors 
198
 
 
 
 
A. Purarjomandl
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The International Technology Management Review, Vol. 3 (2013), No. 3, 196-207
Published by Atlantis Press 
Copyright: the authors 
199
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The International Technology Management Review, Vol. 3 (2013), No. 3, 196-207
Published by Atlantis Press 
Copyright: the authors 
200
 
 
 
 
A. Purarjomandl
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The International Technology Management Review, Vol. 3 (2013), No. 3, 196-207
Published by Atlantis Press 
Copyright: the authors 
201
 
 
 
 
A. Purarjomandlangrudi, A H. Ghapanchi,  
Table 3. Papers that used simulation games 
 
NO. subject Game name Highlights of research 
1 DSS NITOPIA The main purpose of the game is to increase students' understanding of strategic 
management of international operation. Results: The game gives the student a chance to 
practice their own DSS development. The simulation forces them to think for themselves 
and generate their own learning and experience the strong useful usage of DSS [9].  
2 IS BSG The game is consist of six runs and force student to develop formal decision-making 
models and affords them the chance to practice the art of decision-making under 
uncertainty in a laboratory setting using the aid of DSS. The results showed that the 
perceived benefits from using a DSS and user satisfaction are strongly related to 
company performance[20]. 
3 database  
design 
N/A There are 3 levels that form the learning environment: 1-online learning units/topics   2- 
visualizations 3-The simulation game. Levels 1 and 2 of the environment have been 
developed and initial findings are positive. A Chi-squared test using the crosstab 
frequencies was conducted and the result showed that a games-based learning 
environment can highly impact the learners' skills to understand and perform database 
analysis and design[7]. 
4 software 
engineering 
N/A "The basic idea of the game is for the team to manage and deliver a number of software 
development projects. Each player has a specific role, such as project manager, systems 
analyst, systems designer or team leader". The evaluations were done in Higher 
Education (HE) andFurther Education (FE). The results indicate that the game meet the 
expectations of HE learners more than the FE learners and regarding perceptions, HE 
students were more accepting of the game, willing to play the game as part of a 
computing course and found the game more engaging[19].
5 CIM PMSG&BPSG The simulation games were arranged in all cases and they lasted about an hour and after 
each session people answered some questions. In the PMSG the life cycle of a generic 
one-of-a-kind delivery project is fully simulated with a few duration sample dates of the 
project. In the BPSG the main business process chains of the whole company are 
simulated at a rough level. The general feedback from the students showed that the 
simulation game was very effective in learning the concept of CIM[4]. 
6 ERP SAP R/3 The business game was conducted with 30 students distributed among five groups. Each 
group is an independent company which is completely responsible for its profits and 
losses. All of the students in the companies are involved in the manufacturing and 
distribution of muesli cereals to practice the concept of Enterprise Resource Planning. 
All teams took part at the presentations and found the game very beneficial. 93 % of the 
participated students got their SAP certification and it shows how effective it is[8]. 
7 Knowledge 
Management 
The Chief 
Knowledge 
Officer 
(CKO) 
The goal of CKO is to enhance the experience in which participants could face issues 
related to knowledge management and learn how their decisions could affect the 
consequence of the company. It is developed in a Microsoft Excel environment and is 
coded using Visual Basic and players are grouped into knowledge management teams to 
assist the Chief Knowledge Officer of a company to go through eight business cycles of 
decision making. The results have confirmed the profitableness and effectiveness of 
CKO in teaching and learning knowledge management[6]. 
 
4.3.2. Puzzle-solving games: 
A puzzle is a problem which tests the genius of the 
solver and usually designed as a form of entertainment 
but they can also apply in education. As it can be seen 
from table 4, there are only three papers in this category. 
First one is for teaching the ICT concepts to physical 
education and sport science undergraduate students and 
named “Olympic Games of Athens” which comprise 
several puzzles which were merged into the storyline 
perfectly and require the player to get involved in the 
construction of new knowledge. The second one that 
called “CAPTAIN3” is for computer programming 
which is a game for learners to create programs similar 
to solving a puzzle game. The third one is also related to 
The International Technology Management Review, Vol. 3 (2013), No. 3, 196-207
Published by Atlantis Press 
Copyright: the authors 
202
 
 
 
 
A. Purarjomandlangrudi, A H. Ghapanchi,  
the computer programming where players control a 
character and help him to reach specific destination 
points by giving different commands to the character. 
Table 4. Papers that used Puzzle-solving games 
NO. 
G
am
e 
na
m
e 
Su
bj
ec
t 
Highlights of research 
1 Olympic 
Games of 
Athens 
The aim of this paper is introducing basic ICT 
concepts to physical education and sport 
science undergraduate students. The game 
contains a series of puzzles, which were 
merged into the storyline carefully and 
require the player to get actively involved in 
the construction of new knowledge or in the 
application of already acquired knowledge. 
According to the results of the evaluation, the 
game was well-accepted by the students as an 
alternative learning tool for ICT[21]. 
ICT 
2 CAPTAIN3 This paper proposed game-based learning 
features to stimulate and develop motivation 
for beginners and slow learners in 
programming. A puzzle-based game was 
design for learners to create programs similar 
to solving a puzzle game. From the result 
concluded that the developed CAPTAIN3 
system was effective in the viewpoint that the 
student showed interested in programming[14]. 
programming 
learning 
support 
system 
3 N/A The model is designed based on puzzle 
solving game where players control a 
character and help him to reach specific 
destination points by giving different 
commands to the character. Players can give 
two types of commands to their player 
character: action commands and 
programming commands. In learning 
programming, system feedback usually is 
inadequate to support the progress of students, 
especially when students need to consider 
good and common practices in programming. 
Hence, this paper has created achievements, 
which provide positive feedback to players by 
rewarding them after they discover a common 
or good practice in programming[11]. 
CP 
4.3.3. Board games:  
The third type of games is board game. As its name 
demonstrates, these games are designed based on a 
board that players are gathered around the board and 
follow the story of the games. These games need much 
preparation in terms of designing and modeling as a tool 
of education for they have to be engaging and make the 
students learn and practice several concepts through 
playing. Table 5 indicates the papers that used the 
games “Simsoft” and “THE MIS” for teaching software 
project management and traditional information systems 
development life-cycle concepts respectively.  
Table 5. Papers that used board games 
NO. 
G
am
e 
na
m
e 
Su
bj
ec
t 
Highlights of research 
1 Simsoft The purpose of the research was to explore 
how games could contribute to better software 
project management education. The game was 
on the board and the players gather around it 
to discuss the current state of their project and 
to consider their next move. There is also a 
simple Java-based dashboard to show the 
players the current and historical state of the 
project through reports and messages. The 
findings show that the majority of students 
were satisfied by the Simsoft and experienced 
learning by doing and found the game very 
useful pedagogical tools and are well-
received[16]. 
project 
management 
2 THE MIS The content of the game contains the project 
management and traditional information 
systems development life-cycle concepts. The 
game offers a variety of practical eventualities 
of information systems development, such as 
disasters, audits, staff turnover, technical 
problems, support from the project sponsor, 
user resistance, and changes to requirements, 
and business mergers. The student feedback 
indicates that the MIS game represents an 
innovative contribution to the learning of 
information systems development concepts 
from a management point of view[5]. 
IS 
4.3.4. Three-Dimensional games:  
By developing the digital technology in recent decades, 
3D virtual world has become very popular among the 
researchers all over the world. The education sector has 
also benefited from this technology in different 
purposes particularly in teaching and learning. Table 6 
shows the papers which used3D games in terms of 
teaching the subjects decision-making, system analysis, 
and also in capstone class. For high ability of 
imagination, simulation and designing of this technique, 
it is predicted the number of its users will increase 
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Published by Atlantis Press 
Copyright: the authors 
203
 
 
 
Applications of Educational Serious Games for IT Subjects 
substantially and most of classes will be held in a virtual 
words and every students choose their own avatars 
instead of physical attendance in near future[13].  
4.3.5. Role-playing games:  
Generally role-playing game refers to those types of 
games that players assume roles of characters in the 
game storyline and are responsible for acting out these 
roles. For instance, the first paper in table 7 is 
describing a game titled “Program your robot” in which 
the player helps a robot to escape from a series of 
platforms by constructing an escape plan called a 
“solution algorithm”. In fact, the player is control the 
acting of the robot by writing comments. This game was 
designed for improving the ability of learning 
Computational Thinking (CT) and introductory 
programming. M. Muratetet al.[12] introduced 
“Prog&Play” game for computer programming which is 
based on an open source RTS game called Kernel Panic. 
The game is very user-friendly and participants conduct 
the game by writing commands.  The web links of such 
games are provided in table 7. 
Table 6. Papers that used 3Dgames 
NO. Game 
name 
Subject Highlights of research 
1 SL decision-
making 
SL is a virtual world environment which simulates a telecommunication lab with all contents and avatars are assigned 
to the students to play different role and interact with others to do their tasks. The result and conclusions have shown 
that technological specificities of virtual worlds in form of social and context facilitation play a significant role in the 
formation of decision-making[13]. 
2 N/A capstone 
class 
The system developed in this paper can help the feasibility ofstudents’ game designs by employing DirectX in text 
format to manipulate 3D options and taking advantage of Google’s free powerful 3Dmodeling tool. This game-base 
environment helps students to develop their ability of designing 3D digital virtual worlds[22]. 
3 N/A system 
analysis 
This paper uses 3D game to improve self-efficacy for student’s learning and the course content corresponding to the 
game level content. The student divided into two group, the experimental group and the control group. the former uses 
“game-based learning”, and the later uses the “traditional face-to-face learning”. The game was simulated an office 
environment that the students are different staff who participate the process of system analysis. The results show that 
the learning motivations of students have significant impact on the learning achievement, and the learning 
achievements of students with game-based learning are better than those who use the traditional face-to-face 
teaching[23]. 
 
Table 7. Papers that used role-playing games 
NO. Subject Game 
name 
Highlights of research Web link 
1 CT Program 
your robot 
The game help a robot to escapefrom a series of platforms by 
constructing an escape plan called a solution algorithm. It has six 
levels and each one presents a different challenge and aims to teach a 
different programming construct. In conclusion this type of approach 
can enhance the problem solving abilities of introductory computer 
programming student[24]. 
www.programyourrobot.com   
www.ceebot.com/colobot/index-
e.php                      
www.robozzle.com. 
2 CT Program 
your robot 
The paper summarized different cognitive skills, characterizing 
computational thinking, into five categories and developed these 
skills into the context of a digital game. The results show that the 
majority of students found the game interesting and provided positive 
feedback that they thought this approach could develop the problem 
solving abilities of learning introductory programming[25]. 
www.programyourrobot.com   
www.ceebot.com/colobot/index-
e.php                      
www.robozzle.com. 
3 CP Prog&Play "Prog&Play is based on an open source real-time strategy (RTS) 
game called Kernel Panic [Ker]". The game is a user friendly action-
oriented and players conduct the game by writing different 
commands. The paper evaluates four criteria: enhancement of 
programming skills; system usability; entertainment; and teachers’ 
http://www.irit.fr/ProgAndPlay/ 
progAndPlay_Installation_en.php 
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Published by Atlantis Press 
Copyright: the authors 
204
 
 
 
 
A. Purarjomandlangrudi, A H. Ghapanchi,  
assessment. Through the evaluation it was observed that Prog&Play 
is really appreciated by students and it has helped reduce students’ 
failure and teachers were very happy with the game and they plan to 
continue using Prog&Play[12]. 
4 secure 
coding 
IA game The game is for students of introductory computer science course to 
learn basic Information Assurance (IA) concepts and secure coding 
and the student plays as the main protagonist–Data Detector (DD) 
who travels through computer techno-inspired environments (IA 
concept rooms) and in each environment learns a different IA 
concept. The game consists of seven levels which each one is an 
engaging IA room with a specific IA concept. the following results 
have been concluded from the evaluation : "1. assess the overall 
worth and effectiveness of the program; 2. draw out key lessons 
learned from the project; and  3. determine the sustainability, 
transferability, scalability, and relative importance of the initiative in 
enhancing students’ understanding of secure coding concepts as well 
as increase students’ retention in computer science majors"[15]. 
http://www2.tech.purdue. 
edu/cgt/i3/IAgame/website/ 
5 CP GTA The paper represents the design, implementation, and assessment of 
the Game-themed programming assignment (GTA) modules. Each 
assignment module is designed to be self-contained and include 
materials for the students. There are seven assignment examples 
which each one consist of a role-playing game to improve the 
introductory programming concepts. According to the results the 
GTA modules are simple “interactive graphics applications” and aim 
to enhance technical concepts rather than the fun-nessof the game[26]. 
Table 2. (Continued) 
 
6 software 
engineering 
SDSim The main idea of the game is for the team to manage and deliver a 
number of software development projects. Different role assigned to 
the player such as project manager, systems analyst, systems designer 
or team leader. The feedbacks indicate that this new games-based 
learning application has significantly improve the understanding of 
requirements collection and analysis, design and project 
management[10]. 
 
5. Discussion  
According to the trend of research it can be implied that 
few studies have been undertaken before 2007, but in 
last two years SGs in IT education has attracted more 
considerations. It demonstrates that this topic needs 
more studies by researchers. The greatest number of 
research on the topic was undertaken in the UK and US 
while in the Middle East, Africa and South America 
there is no paper or in Asia the percentage of research 
was low. In Europe, except UK, the number of papers 
was zero, it indicates that the researchers from these 
countries should pay more attention to this area in 
future. One of the important aspects of executing a 
research is the evaluation part. Evaluation is a process 
that critically inspects a program with the purpose of 
making a judgment about it to enhance the 
effectiveness. Each of the aforementioned papers used 
only one of the three methods (survey, observation and 
interview). Thus there is a lack of research that employs 
a mix methodology (e.g. mix of interview and 
observation) to assess the quality and effectiveness of 
the applied game.  
Our classification in terms of game types can 
contribute to inform IT teachers who are interested in 
applying a game in their subjects. Fig. 7 depicts the 
number of papers which were allocated to each game 
category. Simulation game and role-playing game are at 
the highest percentage showing that there are more 
options for teachers to select them in their courses. On 
the other hand, there are few papers in type of board 
game or 3D game which implies the lake of research in 
these areas and the necessity of more researches in 
future.  
Table 7. (Continued)
The International Technology Management Review, Vol. 3 (2013), No. 3, 196-207
Published by Atlantis Press 
Copyright: the authors 
205
 
 
 
 
A. Purarjomandl
6. Conclusion
Using games
words educat
consideration
researchers h
teaching in th
research in th
of knowledg
educational g
databases and
applied game
their game to
games, board
and role-play
almost all e
satisfied with
them very eff
‘learning by
games. In som
were involve
to them to fa
that SG is 
teaching IT su
by teachers an
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Copyright: the authors 
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